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Ok I'll look into Lenny's, thanks man. It seems that every game has its own mod manager? Like I was thinking about modding Dragon Age Origins, and it has its own very particular manager. At least I don't have to use Vortex, Vortex was hard for me to figure out. I've been using MO2 for all my Bethesda games.
no i wouldnt say every game has to have its own. its more about ease then have to.
why? because not every game can be modded in the same manner as easily or it downright cant be modded the same.
for example.
some games can only be modded using a program specifically made for it. im not talking about a mod manager. though it does that.
im talking it takes a program to be able to mod the game.
while others dont require such a thing.
it more depends on the game. how easy it is to create mods for it and how easy it would be for people to use those mods.
in most cases its far easier for mod creators to create a mod manager for the specific game their trying to create mods for. then it is to rely on a mod manager that is trying to be universal.
and as a result its far easier for those who want to use said mods. to use that specific mod manager. instead of trying to use one thats tring to be universal.
its more about ease of use then have to.
Whenever you do mod GTAV or RDR2 Story Modes; keep track of the DLLs and ASIs and such you put into the game folder; should you then want to play Online again; create a folder in the game folder for doing just that. Like a folder called _Disabled or _UnUsed for example, prior to playing Online Mode again, first have the game closed, then MOVE everything mod related out of the game folder and into that _Disabled folder. The game will never load files you put in that folder. Then load up the game and go to Online Mode. Again ensure all mod files, script-hooks, trainers; etc. gets moved before launching game to play Online Mode once again. So you don't have your game crashing or other issues.
Rockstar is not going to ban you for using Story Mode only mods, scripts, trainers.
You also have to be careful with some Mods; some can break or corrupt saved game file once you've saved game slot file once again with certain mods loaded.
Backup existing story mode saved game slots before you mod, just in case. Once you do load up a saved game slot with mods active, from then on, save to a new slot so a new file is created.
Some mods may crash the game when attempting to start a new game; as many mods have issues with the intro and how it's all scripted for some reason or another. So it is best that if you do start a new game; start it without any mods present at all, then once you reach Horseshoe Overlook and saved your game manually, then exit the game, activate or move mods and scripts into game folder, then launch the game again and continue on.
> Lenny Mod Loader (LML)
> ScriptHookRDR2
> RDR2 ASI Loader
Then it would be like this:
RDR2 Game Folder > LML folder > Mods go here (if they come with an Install.XML file)
Some simple changes might just go into a REPLACE or STREAM folder within the LML folder. If the Mod is a bare ASI file, put that in the RDR2 game folder. Some also come bundled with an INI file for configuration purposes.
Some key mods I highly suggest are:
> On-Screen Clock (can toggle on/off with INSERT key) ~ Very helpful if you are wanted or have bounty or playing any mini-games at all, since when you have a bounty$ active in a region it has to display that before the normal in-game clock. Most helpful though when playing mini-games since you have no way to see the time while doing such tasks.
> Basic Needs (allows more in-depth needs such as when need to Eat, Drink, Sleep and Urinate. You have a free canteen refill feature you can use to drink water. It also is all impacted by weight of weapons and if you have a Coat on or not. This can all be configured more to you liking in the Needs.INI file. For example if you want to get rid of the carry weight attributes you can set that all to 0 as far as them effecting the character.
> Herbalist (picks more herbs/berries by default based more on the animation and is much more realistic overall then player picking 1x at a time)
> Dynamic Seasons
> VESTIGIA (meant to work along side Dynamic Seasons)
> Gun Metal Rework (makes all gun metals more realistic; silver and black actually shine properly and blue has a metallic look to it)
> Remove Satchel (removes the shown satchel from Arthur and John. Just hides it entirely as it can look awful with certain clothing choices)
> Law Rebalance (makes the Law overall, crimes and how they react more realistic)
> Lock Down Manager
> No Invisible Snipers
> Skip Startup Video (auto skips the Shotgun R* intro video on game launch to help get to the main menu faster)
Once you've loaded into the game world from a saved game, press F7 to load Lock-Down- Manager, change all areas/regions to Unlocked, increase the time it takes for Law Enforcement to react (60 secs is good); Then save the changes in the Lock Down Manager and then press F7 again to close it out. This is a persistent save function that is not tied to your Saved Game Slot File. This along with No-Invisible-Snipers will allow Arthur to go to Blackwater and New Austin regions without a problem. If you experience Mission related problems; enable Lock-Down for Fort Wallace and Sisika-Pen (Prison Island)
ScriptHookRDR2 comes bundled with NativeTrainer
If you are going to use a different Trainer (for spawning things and such) then delete the NativeTrainer so they don't conflict as most will use the same F5 hotkey.